为什么3-D交互如此困难,我们能做些什么呢?

J. Gómez, Rikk Carey, Tony Fields, A. V. Dam, Dan Venolia
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引用次数: 10

摘要

理解;增加一个维度会改变问题的基本性质吗?开发人员可以做些什么来降低用户使用3d场景的复杂性?该小组将讨论应用程序接口(API)在提供用户交互功能方面的作用、性能如何影响问题以及“用户体验”的概念。从历史上看,对于图形系统,API一直是硬件和开发人员之间的纽带,而开发人员一直是硬件和用户之间的纽带。随着硬件越来越强大,API也越来越复杂,提供给开发人员的功能也越来越强大,用户也看到了相应的变化。然而,直到最近,人机交互(HCI)还没有成为这一过程的重要组成部分。API对HCI的支持通常很差,或者根本不支持,开发人员提供的HCI通常只是将API暴露给用户。然而,用户不是程序员,因此API应该支持更多的接口,而不是用户和机器之间的基本链接。问题是:到底能提供什么?解决方案的一种方法是提供用户学科中已经存在的工具的计算模拟。这是不够的;现有的工具往往是不合时宜的,它们是在某些先前的技术状态下开发出来的,并通过惯性而生存下去。此外,物理工具受到物理现实的限制;这对计算机来说并不是一个限制,因为在现实生活中不可能存在的模式下工作通常是有用的。因此,工具开发的范围不应该被已经可用的范围所限制。目前的做法包括使用“小部件”,这是一种插入到3d场景中的机制,用户可以直接操纵它来改变场景和/或其中的对象。甚至这个过程也提出了一些问题,例如,这些小部件应该是完全参与的3-D对象,投射阴影等,或者它们应该是一些形而上的工具,存在但并不真正存在?或者,小部件是否应该根据使用它的上下文而具有多功能?此外,还有性能如何影响交互的问题。在现实生活中,3-D操作是即时的,实际上通常涉及某种实时反馈循环(这里的“实时”是指技术而非营销意义)。许多现代图形系统无法提供这种吞吐量,这就导致了在更新速度较慢的情况下如何以及是否应该修改交互技术的问题。最普遍的问题是:向用户呈现交互功能所涉及的内容。提供小部件允许用户进行交互,但是小部件的外观和行为不应该有一个主题吗?用户期望工作环境的一致性是合理的,因此图形系统定义3-D交互的所有方面是合理的,包括颜色、通过操纵小部件来修改小部件的行为、小部件如何在屏幕上显示等等。问题不仅是“用户界面”,而且是“用户体验”,因此它不仅涉及在屏幕上放置什么像素,还涉及与3d场景交互的完整体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Why is 3-D interaction so hard and what can we really do about it?
understood; does the addition of a dimension change the fundamental nature of the problem? What can developers do to decrease the level of complexity for a user to work with a 3-D scene? This panel will cover the role of an Application Program Interface (API) in providing user interaction capabilities, how performance affects the issue, and the concept of “user experience.” Historically, for graphics systems, the API has been the link between the hardware and developer, and the developer has been the link between the hardware and the user. As hardware has grown in power, API’s have grown in complexity and power provided to the developer, with a corresponding change presented to the user. Until recently, however, Human Computer Interaction (HCI) has not been an important part of that process. APIs frequently have poor or no support for HCI, and all too frequently developers provide HCI that simply exposes the API to the user. Users are not programmers, however, so the API should support more of an interface than a basic link between user and machine. The question is: just what is it that can be provided? One approach to the solution would be to provide computing analogs of tools that already exist in the user’s discipline. This is not adequate; the existing tools are oftimes anachronistic, having been developed during some prior state of technology and living on through inertia. In addition, physical tools are limited by physical reality; this is not a limitation for computers, where it is frequently useful to work in a mode that can’t exist in real life. Thus, the scope of tool development should not be limited by the range of what is already available. Current practice includes the use of “widgets,” which are mechanisms inserted into the 3-D scene that can be directly manipulated by the user to cause some change to the scene and/or the objects within it. Even this process raises some questions, for example, should the widgets be fully participating 3-D objects, casting shadows etc., or should they be some metaphysical tools that are there but not really there? Or, should a widget be multifunctional depending on the context in which it is used? In addition, there is the issue of how performance affects interaction. In real life, 3-D manipulation is immediate and in fact generally involves some kind of real-time feedback loop (“real time” is used here in its technical rather than its marketing meaning). Many contemporary graphics systems can’t provide this kind of throughput, leading to the issue of how and if interaction techniques should be modified in the presence of slower update rates. The most general issue is one along the lines of: just what is involved in presenting interaction capabilities to the user. Providing widgets allows the user to interact, but shouldn’t there be a theme to what the widgets look like and how they behave? It’s reasonable for a user to expect consistency in the working environment, therefore it’s reasonable for the graphics system to have all aspects of 3-D interaction defined, including colors, modifying widget behavior by manipulating the widget, how widgets present themselves onscreen, etc. The problem becomes one of not just “user interface” but “user experience,” so it addresses not just what pixels to put on the screen, but rather the complete experience of interacting with a 3-D scene.
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